dhewm3/neo/framework/Common.h
HarrievG 8a455c3c7a - Debugger server can be toggled with : com_enableDebuggerServer [1 / 0]
- Added com_dbgClientAdr for debugger server to connect to
- Added com_dbgServerAdr for the debugger client to connect to
2021-06-19 21:30:26 +02:00

286 lines
12 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __COMMON_H__
#define __COMMON_H__
#include "framework/CVarSystem.h"
/*
==============================================================
Common
==============================================================
*/
typedef enum {
EDITOR_NONE = 0,
EDITOR_RADIANT = BIT(1),
EDITOR_GUI = BIT(2),
EDITOR_DEBUGGER = BIT(3),
EDITOR_SCRIPT = BIT(4),
EDITOR_LIGHT = BIT(5),
EDITOR_SOUND = BIT(6),
EDITOR_DECL = BIT(7),
EDITOR_AF = BIT(8),
EDITOR_PARTICLE = BIT(9),
EDITOR_PDA = BIT(10),
EDITOR_AAS = BIT(11),
EDITOR_MATERIAL = BIT(12)
} toolFlag_t;
#define STRTABLE_ID "#str_"
#define STRTABLE_ID_LENGTH 5
extern idCVar com_version;
extern idCVar com_skipRenderer;
extern idCVar com_asyncInput;
extern idCVar com_asyncSound;
extern idCVar com_machineSpec;
extern idCVar com_purgeAll;
extern idCVar com_developer;
extern idCVar com_allowConsole;
extern idCVar com_speeds;
extern idCVar com_showFPS;
extern idCVar com_showMemoryUsage;
extern idCVar com_showAsyncStats;
extern idCVar com_showSoundDecoders;
extern idCVar com_makingBuild;
extern idCVar com_updateLoadSize;
extern idCVar com_enableDebuggerServer;
extern idCVar com_dbgClientAdr;
extern idCVar com_dbgServerAdr;
extern int time_gameFrame; // game logic time
extern int time_gameDraw; // game present time
extern int time_frontend; // renderer frontend time
extern int time_backend; // renderer backend time
extern int com_frameTime; // time for the current frame in milliseconds
extern volatile int com_ticNumber; // 60 hz tics, incremented by async function
extern int com_editors; // current active editor(s)
extern bool com_editorActive; // true if an editor has focus
#ifdef _WIN32
const char DMAP_MSGID[] = "DMAPOutput";
const char DMAP_DONE[] = "DMAPDone";
extern HWND com_hwndMsg;
extern bool com_outputMsg;
#endif
struct MemInfo_t {
idStr filebase;
int total;
int assetTotals;
// memory manager totals
int memoryManagerTotal;
// subsystem totals
int gameSubsystemTotal;
int renderSubsystemTotal;
// asset totals
int imageAssetsTotal;
int modelAssetsTotal;
int soundAssetsTotal;
};
class idLangDict;
class idInterpreter;
class idProgram;
class idCommon {
public:
virtual ~idCommon( void ) {}
// Initialize everything.
// if the OS allows, pass argc/argv directly (without executable name)
// otherwise pass the command line in a single string (without executable name)
virtual void Init( int argc, char **argv ) = 0;
// Shuts down everything.
virtual void Shutdown( void ) = 0;
// Shuts down everything.
virtual void Quit( void ) = 0;
// Returns true if common initialization is complete.
virtual bool IsInitialized( void ) const = 0;
// Called repeatedly as the foreground thread for rendering and game logic.
virtual void Frame( void ) = 0;
// Called repeatedly by blocking function calls with GUI interactivity.
virtual void GUIFrame( bool execCmd, bool network ) = 0;
// Called 60 times a second from a background thread for sound mixing,
// and input generation. Not called until idCommon::Init() has completed.
virtual void Async( void ) = 0;
// Checks for and removes command line "+set var arg" constructs.
// If match is NULL, all set commands will be executed, otherwise
// only a set with the exact name. Only used during startup.
// set once to clear the cvar from +set for early init code
virtual void StartupVariable( const char *match, bool once ) = 0;
// Initializes a tool with the given dictionary.
virtual void InitTool( const toolFlag_t tool, const idDict *dict ) = 0;
// Activates or deactivates a tool.
virtual void ActivateTool( bool active ) = 0;
// Writes the user's configuration to a file
virtual void WriteConfigToFile( const char *filename ) = 0;
// Writes cvars with the given flags to a file.
virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) = 0;
// Debbugger hook to check if a breakpoint has been hit
virtual void DebuggerCheckBreakpoint(idInterpreter* interpreter, idProgram* program, int instructionPointer) = 0;
// Begins redirection of console output to the given buffer.
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) ) = 0;
// Stops redirection of console output.
virtual void EndRedirect( void ) = 0;
// Update the screen with every message printed.
virtual void SetRefreshOnPrint( bool set ) = 0;
// Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
virtual void Printf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0;
// Same as Printf, with a more usable API - Printf pipes to this.
virtual void VPrintf( const char *fmt, va_list arg ) = 0;
// Prints message that only shows up if the "developer" cvar is set,
// and NEVER forces a screen update, which could cause reentrancy problems.
virtual void DPrintf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Prints WARNING %s message and adds the warning message to a queue for printing later on.
virtual void Warning( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
virtual void DWarning( const char *fmt, ...) id_attribute((format(printf,2,3))) = 0;
// Prints all queued warnings.
virtual void PrintWarnings( void ) = 0;
// Removes all queued warnings.
virtual void ClearWarnings( const char *reason ) = 0;
// Issues a C++ throw. Normal errors just abort to the game loop,
// which is appropriate for media or dynamic logic errors.
virtual void Error( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Fatal errors quit all the way to a system dialog box, which is appropriate for
// static internal errors or cases where the system may be corrupted.
virtual void FatalError( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Returns a pointer to the dictionary with language specific strings.
virtual const idLangDict * GetLanguageDict( void ) = 0;
// Returns key bound to the command
virtual const char * KeysFromBinding( const char *bind ) = 0;
// Returns the binding bound to the key
virtual const char * BindingFromKey( const char *key ) = 0;
// Directly sample a button.
virtual int ButtonState( int key ) = 0;
// Directly sample a keystate.
virtual int KeyState( int key ) = 0;
/* Some Mods (like Ruiner and DarkMod when it still was a mod) used "SourceHook"
* to override Doom3 Methods to call their own code before the original method
* was executed.. this is super ugly and probably not super portable either.
*
* So let's offer something that's slightly less ugly: A function pointer based
* interface to provide similar (but known!) hacks.
* For example, Ruiner used SourceHook to intercept idCmdSystem::BufferCommandText()
* and recreate some cooked rendering data in case reloadImages or vid_restart was executed.
* Now, instead of doing ugly hacks with SourceHook, Ruiner can just call
* common->SetCallback( idCommon::CB_ReloadImages,
* (idCommon::FunctionPointer)functionToCall,
* (void*)argForFunctionToCall );
*
* (the Mod needs to check if SetCallback() returned true; if it didn't the used version
* of dhewm3 doesn't support the given CallBackType and the Mod must either error out
* or handle the case that the callback doesn't work)
*
* Of course this means that for every new SourceHook hack a Mod (that's ported to dhewm3)
* uses, a corresponding entry must be added to enum CallbackType and it must be handled,
* which implies that the Mod will only properly work with the latest dhewm3 git code
* or the next release..
* I guess most mods don't need this hack though, so I think it's feasible.
*
* Note that this allows adding new types of callbacks without breaking the API and ABI
* between dhewm3 and the Game DLLs; the alternative would be something like
* idCommon::RegisterReloadImagesCallback(), and maybe other similar methods later, which
* would break the ABI and API each time and all Mods would have to be adjusted, even if
* they don't even need that functionality (because they never needed SourceHook or similar).
*
* Similar to SetCallback() I've also added GetAdditionalFunction() to get a function pointer
* from dhewm3 that Mods can call (and that's not exported via the normal interface classes).
* Right now it's only used for a Doom3 Demo specific hack only relevant for base.dll (not for Mods)
*/
typedef void* (*FunctionPointer)(void*); // needs to be cast to/from real type!
enum CallbackType {
// called on reloadImages and vid_restart commands (before anything "real" happens)
// expecting callback to be like void cb(void* userarg, const idCmdArgs& cmdArgs)
// where cmdArgs contains the command+arguments that was called
CB_ReloadImages = 1,
};
// returns true if setting the callback was successful, else false
// When a game DLL is unloaded the callbacks are automatically removed from the Engine
// so you usually don't have to worry about that; but you can call this with cb = NULL
// and userArg = NULL to remove a callback manually (e.g. if userArg refers to an object you deleted)
virtual bool SetCallback(CallbackType cbt, FunctionPointer cb, void* userArg) = 0;
enum FunctionType {
// the function's signature is bool fn(void) - no arguments.
// it returns true if we're currently running the doom3 demo
// not relevant for mods, only for game/ aka base.dll/base.so/...
FT_IsDemo = 1,
};
// returns true if that function is available in this version of dhewm3
// *out_fnptr will be the function (you'll have to cast it probably)
// *out_userArg will be an argument you have to pass to the function, if appropriate (else NULL)
virtual bool GetAdditionalFunction(FunctionType ft, FunctionPointer* out_fnptr, void** out_userArg) = 0;
};
extern idCommon * common;
#endif /* !__COMMON_H__ */